Cards that grant creatures haste tend to be...
problematic. It seems like there's a razor edge
between "will dominate the format" and "not
powerful enough to bother playing". Lightning
Greaves was the last one that saw play, and it
in fact saw too much play-- don't expect it to
get reprinted anytime soon. Madrush
Cyclops was probably the best in recent memory
that wasn't overpowered, and would've caught on
much better if Bloodbraid Elf hadn't existed.
Hellraiser Goblin does much of the same thing
as Madrush Cyclops, except he also forces all
your creatures to attack if able every turn.
That means no blockers unless you have
vigilance, and your smaller creatures are likely
to die soon as they charge helplessly into
creatures that can easily kill them. Hellraiser
Goblin, as a 2/2, actually endangers himself in
Mind you, if you can follow it up with a
sufficient creature this can create a bad place
for your opponent-- he is, after all, being
attacked with everything you've got every turn.
Just don't expect this to work in multiplayer--
attacking one player with everything leads you
open to each of your opponents. There your best
option is to Donate it to your opponent so he
can't hold back blockers for your creatures.
As the latest successor to Fires of Yavimaya,
this card was always going to attract attention.
While he isn't quite in the same league as the
original, he's not quite useless either; since
he attacks the turn he comes down, he lets you
surprise an opponent with battalion or indeed
anything else that likes creatures to attack.
The hard part is making sure he survives to turn
everything that comes after him into a scary
threat. Might I suggest Frontline Medic? Of
course, you could always just enchant him with
Pacifism or something - I'm sure that's card
disadvantage or something, but it's much, much
funnier (he raises hell AND is a pacifist?!).
Welcome back readers todays card of the day is
Hellraiser Goblin an interesting 2/2 with haste
that grants this powerful ability to your whole
team. In constructed formats the age old adage
applies “who blocks?” meaning aggression is
highly rewarded and this card is about as
aggressive as they come. Being able to swing
with the fences could see a spot in standard
especially some sort of aggressive goblin deck
otherwise being super aggressive may not make up
for the fact you may have to suicide guys and
set up bad attacks and blocks. Outside of
standard this card doesn’t do enough to impress.
In casual and multiplayer this card seems
suicidal and I don’t recommend it over other
cards that grant your whole team haste such as
Fervor. In limited it’s a solid aggressive
creatures for decks looking for high aggression.
Overall a very niche card that may reward some
stratedgies but just may not get there.
Today's card of the day is Hellraiser Goblin
which is a Red three mana
2/2 that gives creatures you control Haste and
forces them to attack each combat if able. The
drawback of minimal control over your attackers
can be reduced in a fully aggressive build, but
even one blocker or a turn with no new creature
entering play can make the effect purely
beneficial to the opponent. Supported by removal
and a nearly suicidal offensive strategy,
appropriate enough for goblins, this is a
playable card if a bit risky.
In Limited the risks more often outweigh the
benefits as simply getting an occasional Haste
does not equal the constant risk of throwing
away creatures into a defense. The lack of
flexibility in a very creature driven format
keeps this from being an ideal choice for
everyone, but purely aggressive players may pick
this over other options to use alongside large
threats. As a card that is very dependent on
style of play it can be an early pick or
sidedeck fodder and anywhere in between.
Welcome to the Pojo.com Card of the Day section! We are
looking at Hellraiser Goblin from Gatecrash
today. Hellraiser Goblin is an uncommon red
creature goblin that costs two generic and one
red mana for a 2/2. Hellraiser Goblin says that
creatures you control have haste and must attack
each turn if able.
Hellraiser Goblin. I am very much on the fence about this
guy, as are many people. But I feel that given
the potential, and if given a chance, we could
see this guy making a HUGE impact. The reason
why is with the Battalion ability, you really
want your guys coming out of the gate ready to
roll. You don't want to drop something, and have
to stall, and give your opponent a chance to do
something like, I don't know, Supreme Verdict
your nicely built offensive a turn before you
were ready to explode. This guy can help with
that, but at a cost. Once you get him out, there
is no holding back. You are now committed every
turn to attacking, and you don't have the choice
to hold off if things start going wrong.
With the positive on the card, if you have established some
decent creatures first and second turn, and are
now on third turn, DO NOT play him in your first
main phase, unless of course your oppnent is
open, or you see favorable match ups, etc. What
I'm trying to say is if you wait and play him
second main phase, his ability is null for that
one turn. This could cause your opponent to act
before it is too late. If they don't, who knows,
they could see a hasty Fireman Avenger coming at
them next turn. And that is what I really love
about this little goblin, it is all about the
I'm not a huge fan of this card in limited.
It's okay, but unless you are super aggressive,
it can really bite you in the butt if played
wrong. Not every good in multiplayer at all
because if how vulnerable it makes you. Goblins,
though, are a staple for casuals, so expect it
to do well in a casual environment.
Additionally, I think the card may see some real
play in constructed for super fast decks. The
built in haste will work well for a Boros, Gruul,
or just mono-red deck that wants to swarm you.
This card could be a legit threat in block and